Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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silicone_milk:
Yeah, it's sort of annoying because the UVs don't exist until you apply the modifier. After you apply it, if it turns out to be wrong at all and you want to fix it, you have to reapply the modifier and re-link the 6 projector objects.
I ran into an instance where I decided to just unwrap manually to keep faces contiguous (wood support beam on a window mesh). I realize in hindsight I could have just moved the uv islands together and stitch to save time.
Here's a second window mesh I was working on last night. The first wall mesh was 1 meter thick while normal walls are typically 10-20 cm thick. This is a 20 cm thick wall and the measurements actually worked out quite nice for the thickness of the wood beam on the top (30.99 cm = ~1 foot)

kat:
If edges/seams where meshes meet is/might be an issue (texture wise that is) you could always create a 'joiner', an object that bridges the join between wall sections/parts; a wood beam, stack of cornerstones, a gutter/down-pipe or similar semi-decorative feature - if you make several slightly different variations it'll limit the degree of part repetition where the trick is used too extensively; two wall sections with four 'joiners' produces quite a long structure.

kat:
Should probably show what some of that brushwork put together in Blender looks like when exported and built up as a level in Return to Castle Wolfenstein - still undecided about going this route or not as it can't be monetised (uses Bethesda IP obviously), but it'll be a darn site quicker to publish a finished product. RtCW is also limited in terms of using what's available monster-wise (not sure of vanilla RtCW can take more being added), although everything would pretty much be fine.

ratty redemption [RIP]:
very cool. i love the atmosphere. that fog effect is excellent. both visually and it really makes you wonder what's in the shadows. perfect for a horror game like rtcw.

i assume they flames are being drawn over the z depth fog? i like how they indicate there is a path in the distance, even though it's obscured by the fog until the player gets nearer.

how's the size of your map compared to the original rtcw maps? it seems a little larger, although i might be remembering the others incorrectly.

also you could finish this rtcw version then port it over to unity in the future. i'm going to be testing code for 1st person cameras soon, and i have a pretty decent player controller script now, just need to add in jump and crouch and it should be close to what you have there with rtcw.

kat:
Yeah technically light sources in fog become more and more hazy and indistinct with distance, that's hard to do in RtCW with all the issues cause by alpha-sorting. In this instance their not specifically doing that works like you to point out a path even though it can't be seen as you say.

Regarding the size: the section shown is about 1/5th of the entire map (maybe less) and it's already exhibiting lighting artifacts because it contains a lot of detail and surfaces (want to use more models than normal) - light maps are not being properly calculated for light sources so some faces are starting to appear unaffected even when a lamp is right next to them (this doesn't change using later versions of Q3Map2 either). This essentially means to get the entire level to work it will have to be split into about a dozen or more smaller level sections that allow the player to go back and fourth between them (although this can be done in RtCW, because a map is a map is a map, it's unclear if 'state changes', what weapons, achievements etc have been recorded, carry over properly when going back to an area previously explored).

Porting to Unity is possible but it would probably be through the use of a specific version which is being built in Blender - slightly more detailed and uses different textures (obviously).

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